Chilling Aura. At the start of each of the Boreal Warden’s turns, each creature within 30 feet of it takes 28 (8d6) cold damage, and water in the aura freezes. A creature also takes 28 (8d6) cold damage from touching the Boreal Warden or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that the Warden moves into its space. Nonmagical weapons that hit the Boreal Warden freeze and shatter immediately after dealing damage to it.
Colossal. The Boreal Warden is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
Illumination. The Boreal Warden sheds a bright light in a 60 foot radius and dim light for an additional 30 feet.
Innate Spellcasting. The Boreal Warden can innately cast Ice Storm (spell save DC 19) at will, requiring no material components. The Warden’s innate spellcasting ability is Wisdom.
Legendary Resistance (3/day). If the Boreal Warden fails a saving throw, it can choose to succeed on it instead.
Multiattack. The Boreal Warden can use its Frightful Presence. It will then make three attacks; one with its beak, one with its claws, and one with its tail.
Frightful Presence. Each creature of the Boreal Warden’s choice that is within 120 feet of the Warden and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Boreal Warden’s Frightful Presence for the next 24 hours.
Claw. Melee Weapon Attack: +19 to hit, reach 30ft., one target. Hit: 24 (4d6 + 10)slashing damage. If the target is a creature, it must succeed on a DC 20 strength saving throw or be flung up to 2d6 × 10 feet away from the Boreal Warden, landing prone.
Peck. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10)piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Boreal Warden can’t peck another target.
Tail Whip. Melee Weapon Attack: +19 to hit, reach 40ft., one target. Hit: 28 (4d8 + 10)slashing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Warden’s Rage. Beginning at 9/10ths of its total hit points, the Boreal Warden may activate Warden’s Rage at the start of its turn. This ability adds an additional 6 (1d12) damage on all attacks for every 1/10th points lost from its total hit points, maxing out at an additional 26 (4d12) damage at half of its total hit points. The effects last until the beginning of its next turn. When Warden’s Rage is active, the Boreal Warden is unable to recover hit points by any means. The Boreal Warden cannot activate Warden’s Rage in the same turn that it activates Regeneration, or vice versa.
In this example, the Boreal Warden has 600 total hit points.
- From 600-541 hit points - Warden’s Rage cannot be activated.
- From 540-481 hit points - Warden’s Rage can be activated, granting an additional 6 (1d12) damage to all attacks.
- From 480-361 hit points - Warden’s Rage grants an additional 13 (2d12) damage to all attacks.
- From 360-301 hit points - Warden’s Rage grants an additional 19 (3d12) damage to all attacks.
- From 300 hit points and lower - Warden’s Rage grants an additional 26 (4d12) damage to all attacks.
Description
The winter wind carries whispers of an entity residing in the coldest peaks of this world. A creature whose presence heralds vicious blizzards and relentless storms. A name— faint, but clear— echoes through the whorls of frost; “Qhualhul…”
Towering nearly a hundred feet tall, the Boreal Warden is a titanic, quadrupedal creature with avian features akin to owls. It has a similar build compared to that of a giraffe, but is overall much more thin to the point of looking starved. It does not seem to possess flesh in some areas with bone-like structures for its long, frigid legs, and wicked talons that are both graceful and deadly. It appears to have a narrow, regal beak for a mouth, with a smooth, squared feathered head. It sports a large sweeping crown of frost-crested feathers that cover most of its head. It also has a cloak over its back, draping onto its whip-thin tail. Bioluminescent bulb-like shards with lights resembling teardrops are found floating all around its body, mainly at the base of its tail and the sides of the creature, while large feathers float around its back, legs, and tail, arranged by size. Large chunks of ice cover its neck, belly, and parts of its back. Its color palette consists of grays, cyans, dark blues, and blue-grays. Floating above its beak is the Boreal Warden's signature feathery Warden mask.
Originally, the Boreal Warden was regarded as the Warden of Hope, but its demeanor has grown as cold as the weather it commands. It was worshipped like a God in its homeworld under the name Qhualhul (pronounced Call-hōōl) but now the name is spoken with bitterness and resentment, if it is even spoken at all. Boreal Wardens are physical incarnations controlled by the true Qhualhul itself. Mere puppets dedicated to roam across worlds, these Wardens act as perceptual eyes and ears for the Deity, a maifestation of its will. As they are mortal creatures designed to be perceived by lesser beings, they retain only a fraction of Qhualhul’s full power. Regardless, the Boreal Warden remains a powerful entity that few would dare cross.
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